BlurGaming 17 Report post Posted March 12, 2016 (edited) Wow, its been a while since I did anything for Arma. I was bored tonight, so I decided to port over my SUPER OLD custom spawn script that was just the Cooliest from arma 2 (DayZ). So here ya go... Even put in a song for you. <3 Let me know if you find any bugs (: LETS GET STARTED! 1) Make an SQF named "playerspawn.sqf" // Written by blur <3 //you can edit the text here to say anything you want. //you can change the color of the text by changing color='#ff0000 //you can change the font type by changing font='Zeppelin33' //you can change the text size by changing size='2.25' waitUntil{!isNull (findDisplay 46)}; _textString1 = "<t size='2.25' font='Zeppelin33' color='#ff0000' align='center'>Welcome to\nBlur Gaming</t>"; _textString2 = "<t size='2.25' font='Zeppelin33' color='#ff0000' align='center'>Welcome to\nBlur Gaming</t>"; _textString3 = "<t size='2.25' font='Zeppelin33' color='#ff0000' align='center'>Welcome to\nBlur Gaming</t>"; _textString4 = "<t size='2.25' font='Zeppelin33' color='#ff0000' align='center'>Welcome to\nBlur Gaming</t>"; _textString5 = ""; //Leave this blank if ( alive player ) then { //if ( alive player && ! isTouchingGround player ) then { //this might work to make it so the music only plays when you are haloing in. sleep 5; playSound "IntroSong"; hint parseText (_textString1); sleep 5; hint parseText (_textString5); hint parseText (_textString2); sleep 5; hint parseText (_textString5); hint parseText (_textString3); sleep 5; hint parseText (_textString5); hint parseText (_textString4); sleep 5; hint parseText (_textString5); }; 2) Put said script into your mission PBO. 3) Open your "init.sqf" file. Put this bad boy in there. //written by blur <3 [] execVM "playerspawn.sqf"; 4) find your "description.ext" and open it, then find a nice cozy place for: //Written by blur <3 class CfgSounds { sounds[] = { introSong }; class introSong { name="introSong"; sound[]={introSong.ogg,0.9,1}; titles[] = {}; }; }; WOW! You're basically a full on hacker now! Go ahead and download this song file, or use one of your own! https://www.dropbox.com/s/mk2mstc5zzlh36h/introSong.ogg?dl=0 please note: The song must be in .OGG format! You can make it into an OGG by converting it in Audacity. woop woop you are the best! and give me all your pop tabs or the puppy gets it. Edited March 28, 2016 by BlurGaming 8 Share this post Link to post Share on other sites
BlurGaming 17 Report post Posted March 12, 2016 1 hour ago, DirtySanchez said: Wasn't blur gaming the hack site during arma 2? Actually, Quite the opposite. I worked with infistar to release early versions of his antihack (: 4 Share this post Link to post Share on other sites
ZZK-Gaming 61 Report post Posted March 12, 2016 BlurGaming is back and nice script old but gold http://opendayz.net/threads/blur-gaming-custom-spawn-tutorial.9785/ 4 Share this post Link to post Share on other sites
ArnieGAMES4U 20 Report post Posted March 12, 2016 So Code. Much Difficult. Very Talent. Share this post Link to post Share on other sites
FragZ 32 Report post Posted March 12, 2016 Still have the old blur admin tools buried somewhere on one of my drives. Funny x) Glad you are back 1 Share this post Link to post Share on other sites
InsertCoins 333 Report post Posted May 23, 2016 (edited) Welcome back Blur Would this work if a player has music set to 0 in his settings? /edit: This topic was in the list with last posted in, so I thought it was a new one. Now I see I bumped a 2 month old topic wth?! Edited May 23, 2016 by InsertCoins whut 2 Share this post Link to post Share on other sites
BlurGaming 17 Report post Posted June 2, 2016 @insertcoins yeah it should work as it is playSound Share this post Link to post Share on other sites
Miloeve 0 Report post Posted July 13, 2016 Does anyone know how to script this for random intros? Share this post Link to post Share on other sites
Miloeve 0 Report post Posted July 14, 2016 Yea, if you spawn will played a random song. Like sounds[] = {introSong,introSong2,introSong3}; if ( alive player ) then { playSound "introSong",introSong2,"introSong3"}; Dunno know how to script it that'll work. Share this post Link to post Share on other sites
Mezo 1264 Report post Posted July 14, 2016 4 hours ago, Miloeve said: Yea, if you spawn will played a random song. Like sounds[] = {introSong,introSong2,introSong3}; if ( alive player ) then { playSound "introSong",introSong2,"introSong3"}; Dunno know how to script it that'll work. waitUntil{!isNull (findDisplay 46)}; _sound = ["IntroSong", "IntoSong01", "IntroSong02"] call BIS_fnc_selectRandom; _textString1 = "<t size='2.25' font='Zeppelin33' color='#ff0000' align='center'>Welcome to\nBlur Gaming</t>"; _textString2 = "<t size='2.25' font='Zeppelin33' color='#ff0000' align='center'>Welcome to\nBlur Gaming</t>"; _textString3 = "<t size='2.25' font='Zeppelin33' color='#ff0000' align='center'>Welcome to\nBlur Gaming</t>"; _textString4 = "<t size='2.25' font='Zeppelin33' color='#ff0000' align='center'>Welcome to\nBlur Gaming</t>"; _textString5 = ""; if ( alive player ) then { uisleep 5; playSound _sound; hint parseText (_textString1); sleep 5; hint parseText (_textString5); hint parseText (_textString2); sleep 5; hint parseText (_textString5); hint parseText (_textString3); sleep 5; hint parseText (_textString5); hint parseText (_textString4); sleep 5; hint parseText (_textString5); }; Share this post Link to post Share on other sites